ITEC 101 (SIR ROBBY) Flashcards

1
Q

Emotional interaction is concerned with
what makes people feel happy, sad,
annoyed, anxious, frustrated,
motivated, delirious, and so on, and
then using this knowledge to inform the
design of different aspects of the user
experience

A

EMOTIONAL INTERACTION

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

2 TYPES OF EMOTIONS

A

AUTOMATIC EMOTIONS / AFFECT
, CONCSIOUS EMOTIONS

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Happen rapidly, typically within a fraction of
a second and may dissipate just as quickly.

A

AUTOMATIC EMOTIONS / AFFECT

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Tend to be slow to develop and equally slow
to dissipate.

A

CONSCIOUS EMOTIONS /
REFLECTIVE / REFLECTION

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Understanding how emotions work provides a way of considering how to design
interfaces and apps that can trigger affect or reflection in the user

A

EMOTIONAL DESIGN MODEL

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

The ________ focuses on the initial, instinctive reaction a user has to a
product or experience. Refers to making products look, feel and sound good.

A

VISCERAL DESIGN

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

The __________ focuses on the usability and functionality of the product
or experience

A

BEHAVIORAL DESIGN

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

The _________ focuses on the user

s emotional response to the product or
experience after they have used it

A

REFELECTIVE DESIGN

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Expressive forms like emoticons, sound, icons, and
virtual agents have been used at the interface to

A

EXPRESSIVE INTERFAES

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

In many situations, interfaces may inadvertently elicit negative
emotional responses, such as anger.

A

ANNOYING INTERFACE

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

In many situations, interfaces may inadvertently elicit negative
emotional responses, such as anger.

A

Affective computing

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

is a subfield of artificial intelligence that focuses on
developing technologies that can recognize, understand, and
respond to human emotions.

A

Emotional AI

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

A diversity of techniques has been used at the interface level to draw
people’s attention to certain kinds of information in an attempt to
change what they do or think.

A

PERSUASIVE AND BHAVIORAL CHANGES

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

They include enticing, cajoling, or nudging someone into doing
something through the use of persuasive technology

A

PERSUASIVE AND BHAVIORAL CHANGES

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

is the attribution of human-like
qualities, characteristics, or behaviors to non-human
entities, such as animals, objects, or even abstract
concepts. This can include assigning emotions,
intentions, and consciousness to these entities as if
they were human.

A

Anthropomorphism

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

is the attribution of animal-like
qualities, characteristics, or behaviors to humans or
non-animal entities, such as objects or abstract
concepts

A

Zoomorphism

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

can help users to better
understand the functionality and purpose of
technology, as well as to communicate with it more
effectively

A

Anthropomorphism

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

A central concern of interaction design
is to develop interactive products that
are usable

A

GOOD AND POOR DESIGN

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

Designing interactive products to
support the way people communicate
and interact to their everyday and
working lives.

A

INTERACTION DESIGN

20
Q

Umbrella term for UI Design, Software
Design, Product Design, Web Design,
and UX Design

A

INTERACTION DESIGN

21
Q

refers to how a
product behaves and is used by people
in the real world

A

User Experience (UX)

22
Q

enabling the design team
to ask specific kinds of questions about
how the conceptual model will be
understood by the targeted users.

A

Orientation

23
Q

preventing the
design team from becoming narrowly
focused early on.

A

Open Mindedness

24
Q

Allowing the design
team to establish a set of common terms
that all can understand and agree upon,
reducing the chance of
misunderstandings and confusion
arising later.

A

Common Ground

25
Q

provides a working strategy
and a framework of general concepts and their
interrelations

A

The conceptual model

26
Q

are intended to
provide familiar entities that enable
people to readily understand the
underlying conceptual model and know
what to do at an interface.

A

Interface metaphors

27
Q

People use ______ as analogies as a
source for understanding and
explaining to others what they are
doing, or trying to do, in terms familiar
to them.

A

metaphors

28
Q

Where users issue instructions to a
system. Typing in commands, selecting
options, speaking aloud, gesturing,
pressing buttons, or using combinations
of function keys

A

INSTRUCTING

29
Q

Where users have a dialog system. Users
can speak via an interface or type in
questions to which the system replies via
text or speech input.

A

CONVERSING

30
Q

Where users interact with objects in a
virtual or physical space by manipulating
them. Involves dragging, selecting,
opening, closing and zooming actions on
virtual objects, exploits user’s knowledge
of how they move and manipulate in the
physical world.

A

MANIPULATING

31
Q

Where users move through a virtual
environment or a physical space. Virtual
environments include 3D worlds, and
augmented and virtual reality systems.
Physical spaces that use sensors-based
technologies include smart rooms and
ambient environments.

A

EXPLORING

32
Q

To follow a paradigm means adopting a set of
practices that a community has agreed upon.

A

PARADIGMS

33
Q

_____ of the future are another driving force that frames
research and development in interaction design.

A

VISIONS

34
Q

Numerous theories have been imported into HCI, providing
a means of analyzing and predicting the performance of
users carrying out tasks for specific kinds of computer
interfaces and systems.

A

THEORIES

35
Q

One of the main benefits of applying such theories in
interaction is to help identify factors (cognitive, social, and
affective) relevant to the design and evaluation if
interactive products

A

THEORIES

36
Q

are typically abstracted from a theory coming from
a contributing discipline that can be directly applied to
interaction design

A

MODELS

37
Q

Numerous frameworks have been introduced in interaction
design to help designers constrain and scope the user
experience for which they are designing

A

FRAMEWORK

38
Q

comprises three interacting components:
* The designer’s model- the model the designer has of
how the system should work.
* The system image – how the system actually works is
portrayed to the user through the interface, manuals,
help facilities, and so on.
* The user’s model – how the user understands how the
system works

A

The framework

39
Q

the model the designer has of
how the system should work.

A

The designer’s model-

40
Q

how the system actually works is
portrayed to the user through the interface, manuals,
help facilities, and so on.

A

The system image

41
Q

how the user understands how the
system works.

A

The user’s model

42
Q

enabling the design team to ask specific kinds of questions about how
the conceptual model will be understood by the targeted users.

A

Instructing

43
Q

Based on the idea of a person having a conversation with a system, where the system acts
as a dialog partner. It encompasses a two-way system.
A main benefit of conversing is that it provides interaction with a system that is familiar to
users.
A problem is that certain kinds of tasks are transformed into cumbersome and one-sided
interactions. This is especially true for automated voice-based systems that use auditory
menus. Users have to listen, make a selection, and repeat before accomplishing their goal.

A

Conversing

44
Q

This form of interaction involves manipulating objects. Human actions can be imitated
using physical controllers.
Direct manipulation proposes that digital objects be designed at the interface so they can
be interacted with in ways that are analogous to how physical objects in the physical
worlds are manipulated

A

Manipulating

45
Q

means adopting a set of practices that a community has agreed upon.

A

Paradigms

46
Q

of the future are another driving force that frame research and development in
interaction design

A

Visions